G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UBTTask_GameplayTaskBase Class Reference

Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded. More...

Public Member Functions

Functions
void SetbWaitForGameplayTask (bool Value)
 if set, behavior tree task will wait until gameplay tasks finishes
Public Member Functions inherited from UBTTaskNode
void SetbIgnoreRestartSelf (bool Value)
 if set, task search will be discarded when this task is selected to execute but is already running
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UBTTaskNode
static UClass StaticClass ()
Static Public Member Functions inherited from UBTNode
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

Public Attributes inherited from UBTNode
FString NodeName
 node name
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded.

In your ExecuteTask:

  • use NewBTAITask() helper to create task
  • initialize task with values if needed
  • use StartGameplayTask() helper to execute and get node result

Member Function Documentation

◆ SetbWaitForGameplayTask()

void SetbWaitForGameplayTask ( bool Value)

if set, behavior tree task will wait until gameplay tasks finishes

◆ StaticClass()

UClass StaticClass ( )
static